Basically, hit macro 1 twice to accept the quest in your inv. Then, right click the fortune teller (summon her first) to open the chat window, and spam macro 2 a few times. repeat 1>1>click>2>2>2 till you're done - i easily turned in 40 with time to spare on one summon :)

Comment by coredumperror

Since Inscription has so many steps from raw materials to finished product, it can be difficult to figure out what you need to buy to make this deck. Here's a quick guide:

Step 1 - Herbs:In order to mill herbs into pigment, you need 5 of a specific herb, which will mill into 2-4 of that herb's common pigment, and possibly an additional 1 of its uncommon pigment.Stranglekelp, Bruiseweed, Briarthorn, Mageroyal, and Swifthistle all mill into Dusky Pigment commonly, and Verdant Pigment uncommonly.Stranglekelp and Bruiseweed both have a 50% chance to give a Verdant Pigment, and the rest have a 25% chance.All of these herbs (except Stranglekelp) spawn in The Barrens in bulk, so that's a good place to farm it if you're an herbalist (if the AH prices are too high for your liking). Stranglekelp spawns near Booty Bay, which you can get to quickly by using the boat from Ratchet.

Step 3 - Cards:You'll need one of each ink, plus a Light Parchment, to make Mysterious Tarot. Mysterious Tarot makes a random Rogues Card (Ace, Two, or Three), which combine into this deck.

Repeat steps 1-3 until you've run out of materials, as you'll want as many Rogues Decks as you can get at once, to speed up repeating Step 4.

Step 4 - Quest:With the Rogues Deck in hand, use it to start the quest Rogues Deck, which will turn the deck into a new item which you can click to summon the Darkmoon Fortune Teller (this item has a 5-min shared cooldown, and will summon a fortune teller for only a short period of time, which is why you want all your decks at once). The fortune teller will let you turn in the deck for a reward, and you'll finally get your 25 Darkmoon Faire rep.

Comment by dakoth

Now, my math may be off here, and let me know if so, but if I'm right it's not worth farming herbs for Rogues Deck unless you can herb about 30% faster than you herb in Sholazar Basin. And that's not even accounting for the fact that you can sell some of the DMCs you get after handing in the Northrend decks, and in turn convert that currency into more reputation. Anyway, to the math:

Verdant pigments are the bottlenecks for the Rogues' Decks, and you can't convert Dusky into Verdant, so I'm leaving Dusky out of the math as it's irrelevant.

For the Northrend decks, we can convert Azure pigments into Icy pigments at a ratio of 1 icy for every 10 azure, which means we have to include the Azure pigments in our calculations.

This is all assuming that you eventually average out and end up with a roughly equal amount of cards on each deck. This may not be realistic, but keep in mind that you do end up with extra funds from the Northrend decks that you can use to complete decks that are missing out on cards. Also, you can sell or trade excess amount of cards to even out the stacks as well.

This is also assuming that the mill-rates used on this site are correct, and that there's an equal chance of getting 1, 2, 3 or 4 pigments from every mill once it concedes a rare pigment (which is a 50% chance). I haven't checked any of these stats for myself yet.

So, in conclusion you need to herb about 30% (21/16.25 = 1.29) faster on a ground mount in Barrens or such than you do on a flying mount in Sholazar Basin. That doesn't seem very likely to me, unless I'm missing something.

Comment by Ahzesh

While everyone's math is sound I think you are all forgetting that Wrath and TBC cards require Eternal/Primal Lives respectively. You can get Crystallized Lives from herbing Northrend nodes however this is not the case for Primal Lives which will undoubtedly need to be farmed from some sort of mob in Outland. I believe in this respect, the Rogues decks become infinitely more appealing to farm herb for.

Comment by Martoch

If you have multiple decks in your bag(s), you must use/click on the one that's returned to you. It won't be differently colored in any way--finding it can be challenging for those with messy inventories.

At least the Darkmoon representative stays on site for a short while after turning in the first one; you needed worry too much about the 5-minute cool-down.

Comment by Shadewood

Has this been changed at all since cataclysm or patch 4.1?

I have seen various guides stating that to make a rogues card you need both hunter's and midnight ink, whereas in game now it only requires one hunter's ink, meaning that dusky pigment is now worthless in terms of creating cards, and only verdant pigment is needed.

Am I right in thinking this has been changed to only require one hunter's ink for mysterious tarot now or am I missing something?

Comment by Krisaff

I've been farming these decks for the last two weeks. I've collected about 15,000 stranglekelp so far, and about 5,000 assorted mageroyal/briarthorn/bruiseweed/swiftthistle. I can vouch for everyone who says Stranglekelp is the way to go - Even as a tauren druid who can fly and collect herbs quickly in hillsbrad, stranglekelp is faster. When I farm in stranglekelp, I don't use aquatic form unless herbs are very close to eachother, and to just cover that distance. Initially I tried to swim up and fly, looking for herbs as I flew. It was actually faster to just mount up and run my circuit around 1k needles. In about 2-3 hours I can collect 1,000 stranglekelp, with guild perks and all. Good luck, hope this helps :)

Comment by Voniazmogis

Ok, so I did some math. I was really curious about this, but I couldn't find it. In fact more paranoid, than curious, even.

Here's how my crafting went down: at first I was getting a lot of aces, and I do mean a lot. At some point I was even 50 aces ahead of other cards. As I started going into the 500 range of each card I started getting a lot of twos.Threes were never ahead.I would say that they all have the equal chance of crafting. The rest is RNG. In my personal opinion 2031 might not be enough to see the real percentage of getting them, I would say you would need 20000, or more, but I'm no math genius.

As for verdant pigments, you get about 1 in 10 herbs (i.e. stranglekelp/bruiseweed). So to get 2031 verdant pigments you would need about 20310 stranglekelp/bruiseweed (assuming you have just the right amount of luck).

As for rep gained from the 2031 pigments that is (THIS IS ASSUMING THAT YOU HAVE THE REPUTATION PERK FROM YOUR GUILD, AS ALMOST ANYONE CAN HAVE IT):